Class TextureBasedAnimatable
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
texture_based_animatable. A model of rigid pieces whose motion is baked into a position keyframe texture and a rotation keyframe texture, one column per piece. The F_PRE_BAKED_VERTEX_ANIMATION materials of the model sample them per vertex. Start plays the frames at fps from the first, Stop returns to the first.
public sealed class TextureBasedAnimatable : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← TextureBasedAnimatable
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
TextureBasedAnimatable(EntitySystem, EntitySpawnInfo)
Initializes a texture based animatable from its keyvalues.
public TextureBasedAnimatable(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
DispatchInput(string, EntityInputData)
Runs the handler declared with EntityInputAttribute for an input.
protected override bool DispatchInput(string inputName, EntityInputData data)Parameters
inputName string
data EntityInputData
Returns
bool
true when a handler ran.
Spawn()
Sets up the entity (model, class keyvalues, first think). Called once the entity's spawn group has created all entities of the group, after the move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.
Think()
Advances the frame while the animation plays.
public override void Think()
